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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-21 23:31:30 +11:00
parameterize raw palette support for pal-r57shell and add a copy to the nes_raw_palette directory
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23
nes_raw_palette/pal-r57shell-raw.slangp
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23
nes_raw_palette/pal-r57shell-raw.slangp
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@ -0,0 +1,23 @@
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shaders = 1
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shader0 = ../pal/shaders/pal-r57shell.slang
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filter_linear0 = "false"
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wrap_mode0 = "clamp_to_border"
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mipmap_input0 = "false"
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alias0 = "ORIG_LINEARIZED"
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float_framebuffer0 = "false"
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srgb_framebuffer0 = "false"
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scale_type_x0 = "viewport"
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scale_x0 = "1.000000"
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scale_type_y0 = "source"
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scale_y0 = "1.000000"
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textures = "nes_lut"
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nes_lut = "../pal/resources/nes_lut.png"
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nes_lut_linear = "false"
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nes_lut_wrap_mode = "repeat"
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nes_lut_mipmap = "false"
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parameters = "USE_RAW_param;USE_LUT_param"
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USE_RAW_param = "1.0"
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USE_LUT_param = "1.0"
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@ -40,8 +40,16 @@ layout(push_constant) uniform Push
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float Phase_Y;
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float Phase_One;
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float Phase_Two;
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float USE_RAW_param;
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float USE_LUT_param;
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} params;
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#pragma parameter USE_RAW_param "(NES ONLY) Decode RAW Colors" 0.0 0.0 1.0 1.0
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#pragma parameter USE_LUT_param "(NES ONLY) Use RAW LUT For Speed" 0.0 0.0 1.0 1.0
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bool USE_RAW = bool(params.USE_RAW_param);
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bool USE_LUT = bool(params.USE_LUT_param);
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#pragma parameter Gamma "PAL Gamma" 2.5 0.0 10.0 0.03125
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#pragma parameter Brightness "PAL Brightness" 0.0 -1.0 2.0 0.03125
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#pragma parameter Contrast "PAL Contrast" 1.0 -1.0 2.0 0.03125
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@ -251,27 +259,43 @@ mat3(
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float3( 0.701,-0.587,-0.114)*YUV_v //R-Y
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);
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#ifdef USE_RAW
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#ifndef USE_LUT
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const float Voltage_0 = 0.518;
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const float Voltage_1 = 1.962;
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const float DeltaV = (Voltage_1-Voltage_0);
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#else
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const float Voltage_0 = 0.15103768593097774;
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const float Voltage_1 = 1.;
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float DeltaV = (Voltage_1-Voltage_0);
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#endif
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#else
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const float DeltaV = 1.;
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#endif
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#ifdef USE_DELAY_LINE
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const float comb_line = 1.;
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#else
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const float comb_line = 2.;
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#endif
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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layout(location = 1) out float DeltaV;
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layout(location = 2) out float Voltage_0;
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layout(location = 3) out float Voltage_1;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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if(USE_RAW)
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{
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Voltage_0 = (!USE_LUT) ? 0.518 : 0.15103768593097774;
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Voltage_1 = (!USE_LUT) ? 1.962 : 1.;
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DeltaV = (Voltage_1-Voltage_0);
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}
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else DeltaV = 1.;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in float DeltaV;
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layout(location = 2) in float Voltage_0;
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layout(location = 3) in float Voltage_1;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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layout(set = 0, binding = 3) uniform sampler2D nes_lut;
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float RGB_y = Contrast_static/Ywidth_static/DeltaV;
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float RGB_u = comb_line*Contrast_static*Saturation_static/YUV_u/Uwidth_static/DeltaV;
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float RGB_v = comb_line*Contrast_static*Saturation_static/YUV_v/Vwidth_static/DeltaV;
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@ -285,33 +309,26 @@ mat3(
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const float pi = 3.1415926535897932384626433832795;
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#ifdef USE_RAW
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bool InColorPhase(int color, float phase)
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{
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return fmod((color*2. + phase),24.) < 12.;
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}
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#ifndef USE_LUT
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// from nesdev wiki page NTSC_video
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float NTSCsignal(float3 pixel, float phase)
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{
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float NTSC_out;
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// use LUT for RAW palette decoding for speed vs quality
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NTSC_out = texture(nes_lut,float2(dot(pixel,float3(
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15.*(8.)/512.,
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3.*(16.*8.)/512.,
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7./512.)
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) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
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// return early to avoid costly decoding in software
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if(USE_LUT) return NTSC_out;
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// Voltage levels, relative to synch voltage
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const float black=.518, white=1.962, attenuation=.746,
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levels[8] = {.350, .518, .962,1.550, // Signal low
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@ -340,27 +357,13 @@ float NTSCsignal(float3 pixel, float phase)
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if( ((e.x != 0) && InColorPhase(0,phase))
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|| ((e.y-e.x != 0) && InColorPhase(4,phase))
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|| ((emphasis-e.y != 0) && InColorPhase(8,phase)) )
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return signal * attenuation;
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NTSC_out = signal * attenuation;
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else
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return signal;
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NTSC_out = signal;
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return NTSC_out;
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}
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#else
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layout(set = 0, binding = 3) uniform sampler2D nes_lut;
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float NTSCsignal(float3 pixel, float phase)
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{
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return texture(nes_lut,float2(dot(pixel,float3(
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15.*(8.)/512.,
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3.*(16.*8.)/512.,
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7./512.)
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) + 0.5/(4.*16.*8.), frac(phase/24.))).r;
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}
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#endif
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#endif
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float sinn(float x)
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{
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return sin(/*fmod(x,24)*/x*(pi*2./24.));
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@ -373,9 +376,9 @@ float coss(float x)
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float3 monitor(sampler2D tex, float2 p)
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{
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#ifdef PARAMETER_UNIFORM
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//#ifdef PARAMETER_UNIFORM
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const float2 size = float2(params.SizeX,params.SizeY);
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#endif
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//#endif
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// align vertical coord to center of texel
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float2 uv = float2(
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#ifdef COMPENSATE_WIDTH
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@ -415,34 +418,38 @@ float3 monitor(sampler2D tex, float2 p)
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ss = -2.0;
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}
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float ysum = 0., usum = 0., vsum = 0.;
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float ysum = 0., usum = 0., vsum = 0., sig = 0., sig1 = 0.;
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for (int i=0; i<Mwidth; ++i)
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{
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float4 res = texture(tex, uv);
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#ifdef USE_RAW
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float sig = NTSCsignal(res.xyz,params.HueShift*2.+alpha-res.g*ss*params.HueRotation)-Voltage_0;
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// outside of texture is 0,0,0 which is white instead of black
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if (uv.x <= 0.0 || uv.x >= border)
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sig = 0;
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if(USE_RAW)
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{
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sig = NTSCsignal(res.xyz,params.HueShift*2.+alpha-res.g*ss*params.HueRotation)-Voltage_0;
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// outside of texture is 0,0,0 which is white instead of black
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if (uv.x <= 0.0 || uv.x >= border)
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sig = 0;
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#ifdef USE_DELAY_LINE
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float4 res1 = texture(tex, uv+sh);
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float sig1 = NTSCsignal(res1.xyz,params.HueShift*2.+12012.0-alpha+res.g*ss*params.HueRotation)-Voltage_0;
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if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
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sig1 = 0;
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float4 res1 = texture(tex, uv+sh);
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sig1 = NTSCsignal(res1.xyz,params.HueShift*2.+12012.0-alpha+res.g*ss*params.HueRotation)-Voltage_0;
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if (uv.x + sh.x <= 0.0 || uv.x + sh.x >= border)
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sig1 = 0;
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#endif
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#else
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float3 yuv = mul(RGB_to_YUV, res.xyz);
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const float a1 = alpha+(params.HueShift+2.5)*2.-yuv.x*ss*params.HueRotation;
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float sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
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}
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else
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{
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float3 yuv = mul(RGB_to_YUV, res.xyz);
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const float a1 = alpha+(params.HueShift+2.5)*2.-yuv.x*ss*params.HueRotation;
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sig = yuv.x+dot(yuv.yz,sign(float2(sinn(a1),coss(a1))));
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#ifdef USE_DELAY_LINE
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float4 res1 = texture(tex, uv+sh);
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float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
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const float a2 = (params.HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*params.HueRotation;
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float sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
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#endif
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float4 res1 = texture(tex, uv+sh);
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float3 yuv1 = mul(RGB_to_YUV, res1.xyz);
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const float a2 = (params.HueShift+2.5)*2.+12012.0-alpha+yuv.x*ss*params.HueRotation;
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sig1 = yuv1.x+dot(yuv1.yz,sign(float2(sinn(a2),coss(a2))));
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#endif
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}
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if (i < params.Ywidth)
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ysum += sig;
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@ -461,11 +468,11 @@ float3 monitor(sampler2D tex, float2 p)
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uv.x -= ustep;
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}
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#ifdef PARAMETER_UNIFORM
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//#ifdef PARAMETER_UNIFORM
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ysum *= params.Contrast/params.Ywidth;
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usum *= params.Contrast*params.Saturation/params.Uwidth;
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vsum *= params.Contrast*params.Saturation/params.Vwidth;
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#endif
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//#endif
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float3 rgb = mul(float3(ysum+params.Brightness*Ywidth_static,usum,vsum), YUV_to_RGB);
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#if defined(USE_GAMMA) && !defined(USE_COLORIMETRY)
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FragColor = float4(monitor(Source, vTexCoord), 1.);
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#endif
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}
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}
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